package net.minecraft.client.model;

import net.minecraft.entity.Entity;

public class ModelSkeletonHead extends ModelBase {
	public ModelRenderer skeletonHead;

	public ModelSkeletonHead() {
		this(0, 35, 64, 64);
	}

	public ModelSkeletonHead(int p_i1155_1_, int p_i1155_2_, int p_i1155_3_, int p_i1155_4_) {
		this.textureWidth = p_i1155_3_;
		this.textureHeight = p_i1155_4_;
		this.skeletonHead = new ModelRenderer(this, p_i1155_1_, p_i1155_2_);
		this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
		this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F);
	}

	/**
	 * Sets the models various rotation angles then renders the model.
	 */
	public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_,
			float p_78088_6_, float scale) {
		this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
		this.skeletonHead.render(scale);
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
		this.skeletonHead.rotateAngleY = p_78087_4_ / (180F / (float) Math.PI);
		this.skeletonHead.rotateAngleX = p_78087_5_ / (180F / (float) Math.PI);
	}
}
